TDB Dev Log – Week 00

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Overview

This week focused on establishing the foundation for Turret Deck Builder as a new game built from a tower defense and deckbuilder-inspired core concept that was developed as part of big fry’s game jam named Final Draw. The core direction was clarified around deeper build personalization, including modular tower components, deck box bonuses, starter card selection, and unlockable progression. Alongside that early design work, most of the week was spent moving the project into a proper pre-production structure by building out the GDD, creating project documentation, organizing folders and workflows, and setting up long-term production planning. By the end of the week, the project had moved from paper notes into a structured digital development environment with its initial planning framework in place.

Major Accomplishments

Systems Developed or Updated

Core Game Concept Definition

Game Design Documentation Pipeline

Production Planning Workflow

Project Knowledge Base / Obsidian Vault

Version Control Setup

Problems Encountered and Solutions

No major technical blockers were documented this week. Most of the work centered on project definition, documentation, workflow setup, and infrastructure rather than implementation troubleshooting.

Current Project State

Turret Deck Builder is currently in the foundations / pre-production phase. The project is not yet in active gameplay implementation, but its core direction, documentation structure, production workflow, and version control pipeline are now in place. The main design pillars, scope boundaries, and vertical slice expectations have been defined early, which gives the project a much stronger base before system prototyping begins. Overall, the project is still at an early stage, but it is now organized as a serious long-term production rather than a loose concept.

Next Week Plan


Time Spent This Week: 16 hours